GIG reference manual
the render menu
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Introduction
The render menu can be used to render your models. There are two types or renderers available: raytrace and raysketch.
- The raytracer ensures the most realistic rendering of your model. It will calculate shadows, reflection, and refractions as though in the real world.
- The raysketcher will render your model with a unique painterly quality which can be determined by selecting from several 'pattern' tools representing specific textured effects. Because of its speed, the raysketcher is also a usefull tool for previewing materials on your model. Animations can be rendered as well using the raysketcher.
The active camera window, or a subsection of it, can be rendered using render window. The rendered images can then be saved using save picture (images will be stored in the 'intdump' directory of the active project).
Animation or still files can be rendered using render ani or render still (images will be stored in the 'production' directory of the active project).
An alternative way to do this is with the utility
gig(ani)batch.
Still and animation files can also be rendered on multiple CPU's or workstations
(when available) using the gigrs
utility.
The quality of the rendering can be adjusted by specifing the index for anti-aliasing, soft shadow, sight distance, refraction, reflection, depth of field, and motion blur.
Maps and sequences of images and colors can be specified for the background, the environment (reflection mapping), neut color, and haze color.
How to speed up rendering
Before rendering a large job, consider the following to speed up your rendering:
- Experiment with the render quality matrix. In some cases, when rendering for video, it is not necessary to select the video render quality. Selecting one step left of video can decrease rendering time dramatically, while changing up or down in the matrix will not significantly increase or decrease rendering time.
- A high reflection depth will significantly increase rendering time when rendering reflective surfaces. In most cases , a low reflection depth (1, or 2) will be more than enough.
- The following options are known to take quite a bit of rendering time:
- Motion blur
- Soft Shadow
- Some textures in the TextureEditor (experiment with different textures)
- field rendering
- NURBS in combination with:
- -- maps (texture, bump, etc.)
- -- bump maps
- -- reflection
- -- transparency
Rendering to special formats
There are two render buttons that do not render to a normal 2D image, but to
a special format:






